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Blood & Steel

“Blood & Steel” is a midrange balanced deck that plays well in all stages with a minimum of situational cards.“Blood & Steel” deck is focused on micromanaging cards effects to gain victory through fair and calm plays.

Mulligan

Try to get a perfect curve for rounds 3 — 6, with a chance for additional Inferno Cannon for round 2.

Gameplay

Mana

Standard rules applies: Try to use all mana every turn, but don’t be afraid to loose one, or even sometimes two mana points in order to kill threat unit.

Board control

Our gameplay will be quite linear, and we should begin with a draw or a max 1 mana point Board Control power below opponent. Allowing opponent to gain more than this one mana point of Board Control power for more than two or three rounds can result to loose, but should not be a case in standard play until we get a really bad RNG, what happens really rarely.

Micro management

We want to micromanage our card effects in order to gain small advantage over opponent and slowly lower his tower HP until 0, dealing with his spells and units on the same time. Choosing beetween a few units to play, prefer Ramp up Bacchus and units with passives: Gladiator, Venus, War Behemoth, and Sylvanus.

Place Inferno Cannon close to centre and use Leader Ability: Bellona to move it one, or preferably two places towards opponent, focusing either units, or preferably tower so enemy have to trade it, usually with a bit of loss.

Don’t hesitate to target opponent’s tower over non threat unit in early game.

Do not use Nox with no Warcry effect even in second round, and keep in mind that she will quit defeated friendly unit. Nox‘s full power comes when used on friendly unit that can attack same turn. Avoid using Nox‘s Warcry on friendly unit with summoning sickness.

Bacchus is a very strong unit that gains up to one of the following effects every round:

+1/1

+1 Protect

Cleave: Source

Immune: Melee

Cleave, in connection with Leader Ability: Bellona, can completelly destroy multiple enemies, especially when they are close to opponent’s tower. Plan to attack with Bacchus enemy tower about three rounds after spawned, and plan your movement before first spawn. Because Bacchus is a Ramp up unit, spawn him as soon as possible, even loosing a mana point.

Mercury is a RNG affected unit that can deal with low HP units, but keep in mind that he can fail, attacking three times a tower. Plan to use him most effectively. Think about most unlucky scenario and don’t take the risk leaving with a opponent’s threat unit with a 1 HP left.

Analyze all possible outcomes and play Mercury when he can give you best results. Sometimes it’s best to place him at the beginning of round, to finish opponent’s unit, for example moving him into Fire Pit, but sometimes it’s better to kill some units so Mercury‘s Warcry does not gets wasted into the enemy that would be dead already.

Usually, she will never be used. Do not use her early to gain more cards than you have. Keep in mind that your opponent will often have cards that requires synergy with his other cards, and they can be very bad for you, even if you get more of them. But when you get out of cards, it’s time for Discordia to shine, usually followed by opponent’s instant surrender.

If possible, place War Behemoth in a Fire Pit to generate a bonus card every round. Do not dive into attack with him. Rather force opponent to deal with him early before you gain a lot of cards to choose from.

Do not hold against playing War Behemoth even with Discordia in your hand. Having multiple own cards is usually way better than having a few opponent’s unknown cards.

Caldera Nova gives us Fire Pits on board, but is almost useless played actively. Until playing Caldera Nova from hand kills a big threat enemy, do not play this card. At all.

Fire Pits, beside a great synergy for your Leader Ability: Bellona, should be taken into account when placing your own units, especially Melee ones. Plan your next few rounds. Think about your path. Board Positioning is important, especially with your Leader Ability: Bellona.

Sylvanus is great in late game thanks to his Afterlife ability, if played with our Board Control or draw close game. Sylvanus is also a great tower defender, and can easily provide huge advantage over cardless opponent.

Sylvanus is a weak play when enemy controls the board, but we should prevent this in mid game. In summary, Sylvanus can increase our Board Control very efficiently.

Do not play more than one Sylvanus as it can turn our againsts you with opponent’s Board Clear Combo. Don’t be greedy.

Terra is a very good, but situational melee unit with solid body and an AoE stun.

Terra used to deal with a threat opponent’s units, saving our units, or to preventing unitsfrom attacking us on next round. Terra, in opposite to Cupid, has a very solid body and because of her AoE stun, she is a very powerful choice, preferably for a mid game.

Terra can easily become our winning condition, allowing us to deal with multiple enemies at once. Terra makes a great synergy with Cupid, and another Terra.

Fire Giant is a very powerful unit, with solid body and comes with 2 Fire Imps with Charge, that can easily deal with lower opponents, finish bigger ones, and bring us victory.

Prefer playing a Power Delve if no opponent threat units are present on board to keep the Fire Imps Charge in emergency. Fire Giant is best used as a one of last cards in play, providing a winning condition even when you run out of cards eventually in a very close and draw match.

8Fire Giant1

Gauntlets

Triple Threat

“Blood & Steel” is perfect for “Triple Threat” gauntlet, no changes are ever required to get easy 5/5 vs average players.